/*
-----------------------------------------------------------------------------
This source file is part of the OGRE Reference Application, a layer built
on top of OGRE(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2006 Torus Knot Software Ltd
Also see acknowledgements in Readme.html

This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.

This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.

You may alternatively use this source under the terms of a specific version of
the OGRE Unrestricted License provided you have obtained such a license from
Torus Knot Software Ltd.
-----------------------------------------------------------------------------
*/
#include "OgreRefAppFieldPlayer.h"
#include "OgreRefAppWorld.h"
#include "OgreRefAppSteeringBehaviors.h"

#define __DEBUGON__

namespace OgreRefApp
{

    //-------------------------------------------------------------------------
    FieldPlayer::FieldPlayer(const String& name, Real radius, player_role role, State<FieldPlayer>* start_state, SoccerTeam* soccerTeam, int        home_region) : PlayerBase( name, role )
    {


        mRadius = radius;
        setUp(name);
        this->soccerTeam = soccerTeam;

        m_pTeam = soccerTeam;

        m_iHomeRegion = m_pTeam->Pitch()->getRegionFromIndex(home_region);
        m_pStateMachine = new StateMachine<FieldPlayer>(this);
        m_iDefaultRegion = m_iHomeRegion;
        m_pStateMachine->SetCurrentState(start_state);
        m_pStateMachine->SetPreviousState(start_state);
        m_pStateMachine->SetGlobalState(GlobalPlayerState::Instance());

        m_pStateMachine->CurrentState()->Enter(this);


        Steering()->SeparationOn();
        this->setPosition(Ogre::Vector3( this->HomeRegion()->Center().x, this->HomeRegion()->Center().y, 7 ));
        /*
        #ifdef __DEBUGON__
            std::cout << std::endl<< this->getPosition()<< std::endl;
        #endif
        */

    }
    //-------------------------------------------------------------------------
    FieldPlayer::~FieldPlayer()
    {

    }

    Real FieldPlayer::getRadius(void)
    {
        return mRadius;
    }

    bool FieldPlayer::handleMessage(ApplicationObject::CollisionInfo& msg)
    {
        #ifdef __DEBUGON__
            std::cout << "vai pra maquina de estados" << std::endl;
        #endif

        m_pStateMachine->HandleMessage(msg);

        #ifdef __DEBUGON__
            std::cout << "sai pra maquina de estados" << std::endl;
        #endif


        return true;
    }
    //-------------------------------------------------------------------------
    void FieldPlayer::setUp(const String& name)
    {
        // Create visual presence
        SceneManager* sm = World::getSingleton().getSceneManager();
        mEntity = sm->createEntity(name, "sphere.mesh");
        mSceneNode = sm->getRootSceneNode()->createChildSceneNode(name);
        // Scale down, default size is 100
        Real scale = mRadius / 100.0f;
        mSceneNode->scale(scale, scale, scale);
        maxLinearVelocity=PlayerMaxSpeedWithoutBall;
        maxAngularVelocity=PlayerMaxSpeedWithoutBall;
        maxForce=PlayerMaxSpeedWithoutBall;


        mSceneNode->attachObject(mEntity);
        // Add reverse reference
        mEntity->setUserObject(this);

        // Create mass body
        mOdeBody = new dBody(World::getSingleton().getOdeWorld()->id());
        // Set reverse reference
        mOdeBody->setData(this);

        // Set mass
        setMassSphere(0.5, mRadius); // TODO change to more realistic values

        this->setBounceParameters(0.7, 0.1);
        this->setSoftness(0.0f);

        this->setFriction(Math::POS_INFINITY);

        this->setLinearDamping(0.0005);

        this->setAngularDamping(0.02);

        // Create collision proxy
        dSphere* odeSphere = new dSphere(0, mRadius);

        mCollisionProxies.push_back(odeSphere);
        updateCollisionProxies();


    }

    void FieldPlayer::_notifyCollided(ApplicationObject* otherObj, ApplicationObject::CollisionInfo& info)
    {
        //otherObj->handleMessage(info);


    }

    void FieldPlayer::update(void)
    {

        m_pStateMachine->Update();

        if (m_pSterringBehavior->getFlags()!=0) setLinearVelocity( m_pSterringBehavior->Calculate() );

    }

    bool FieldPlayer::isReadyForNextKick()
    {
        //return m_pKickLimiter->isReady();
        return true;
    }


}
